Register - Login
Views: 99865733
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-04-22 05:57:09 PM
Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9 10 ... 32 33 34 35 36 37 38 39 40 ... 56 57 58 59 60 61 62 63 64 65Next newer thread | Next older thread
luckwii
Member
Level: 24


Posts: 9/111
EXP: 75674
For next: 2451

Since: 11-16-10


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 12-03-10 09:16:07 PM Link | Quote
I figured out the tile problems from someone that uses the editor as well. It was because I used map 16 tiles that used to be NSMB slope tiles. Putting my tiles outside of the originals places fixed the problem.

As for the pipes, it may be that a tile I am trying to use isn't compatible. It is just strange that leaving entering a pipe causes a crash.
Arghan
Random nobody
Level: 5


Posts: 1/3
EXP: 335
For next: 194

Since: 12-04-10


Since last post: 11.4 years
Last activity: 11.4 years

Posted on 12-04-10 12:38:44 AM Link | Quote
Three things...

First, I want to know where the svn is, and what program is needed to compile it.

Second off, the DS editor for NSMB, you know, the one that you run directly on the DS, crashes after I select a level. I'm using an Acekard 2i with Acekard firmware.

Third, I tried putting a bullet bill in the first map. I changed the sprite data in the menu. I just get a black screen when I try to load the map.

Please answer.
NsmB_PrO
Member
Picture Resized!
Level: 46


Posts: 118/467
EXP: 668524
For next: 43250

Since: 04-29-10

From: Austria Vöcklabruck

Since last post: 10.8 years
Last activity: 9.1 years

Posted on 12-04-10 07:02:41 AM (last edited by NsmB_PrO at 12-04-10 04:05 AM) Link | Quote
Originally posted by Arghan
Three things...

First, I want to know where the svn is, and what program is needed to compile it.
Second off, the DS editor for NSMB, you know, the one that you run directly on the DS, crashes after I select a level. I'm using an Acekard 2i with Acekard firmware.
Third, I tried putting a bullet bill in the first map. I changed the sprite data in the menu. I just get a black screen when I try to load the map.
Please answer.

1.) to download the svn you need the program "tortoise svn".
Make a checkout from: "http://nsmbeditor.googlecode.com/svn/trunk".

2.) to run the ds editor, you have to use a US-ROM!

3.) explain it more detailed, if you want help from someone.


____________________
Bilder Upload
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 983/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.9 years
Last activity: 9.9 years

Posted on 12-04-10 12:45:53 PM Link | Quote
Oh, don't worry too much about the DS port of the editor... Lots of people are experiencing the same crash.
Right now i'm trying to finish the new version of the editor, and after that i'll begin working again on NSMBeDS. So, for now, it doesnt work.
illserveu
10
Level: 9


Posts: 9/12
EXP: 2687
For next: 475

Since: 11-25-10


Since last post: 11.3 years
Last activity: 11.2 years

Posted on 12-05-10 02:20:36 AM Link | Quote
@dirbaio: THanks about the progress path. It works now!

I want to change tileset, but everytime I click Import, it thrown an exception: "System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary."
luckwii
Member
Level: 24


Posts: 10/111
EXP: 75674
For next: 2451

Since: 11-16-10


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 12-05-10 02:03:41 PM Link | Quote
I changed my camera view in my custom level 1-1 area1. I copied and pasted the block 2 data from level 2-5 area1. But now no matter what I do, I can't get the progress path to work. Is there anyway to keep the camera following me in the level, and have the progress path work again? Not only doesn't the progress follow, but I can't get the level to end.

Arghan
Random nobody
Level: 5


Posts: 3/3
EXP: 335
For next: 194

Since: 12-04-10


Since last post: 11.4 years
Last activity: 11.4 years

Posted on 12-05-10 03:25:37 PM Link | Quote
Okay,

Got a US rom, it's working fine. Gonna import my maps into that.

And I compiled the SVN, I now have revision 130. It's pretty cool.

I can't really get anymore specific. I took a Bullet Bill launcher sprite, and put it in the first map. Then I went into the Map Configuration and changed the spriteset so it was in.
luckwii
Member
Level: 24


Posts: 11/111
EXP: 75674
For next: 2451

Since: 11-16-10


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 12-06-10 02:18:44 AM Link | Quote
Ready to release a beta of my hack including the first level. Just can't get it to end. If anyone know the fix for the end problem and why the progress path is screwed up?
ray
Member
Level: 39


Posts: 50/321
EXP: 372413
For next: 32358

Since: 11-10-10


Since last post: 10.7 years
Last activity: 7.7 years

Posted on 12-09-10 05:05:05 PM Link | Quote
I have a problem, with sprites. I have added a viewe and when I get there, there are NO Sprites? Can anybody tell me why?

____________________
NsmB_PrO
Member
Picture Resized!
Level: 46


Posts: 121/467
EXP: 668524
For next: 43250

Since: 04-29-10

From: Austria Vöcklabruck

Since last post: 10.8 years
Last activity: 9.1 years

Posted on 12-09-10 05:39:02 PM Link | Quote
Originally posted by ray
I have a problem, with sprites. I have added a viewe and when I get there, there are NO Sprites? Can anybody tell me why?

once i had the same problem I think...
1.) try to adept the level to it
or
2.) change the sprite sets

I would prefer 1.), because you might need the sprite sets^^

BTW: Once I added too many sprites, my fireball disappeared in a dtermined area^^

____________________
Bilder Upload
luckwii
Member
Level: 24


Posts: 15/111
EXP: 75674
For next: 2451

Since: 11-16-10


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 12-11-10 12:00:36 AM Link | Quote
I am trying to edit my tileset for my hack. I have done it a few times successfully. But for some reason now, every time I try and edit a new tile in, it changes the colors of all the other tiles. Almost as if the tileset is corrupt. Any idea how to fix this, or what is going on?
NsmB_PrO
Member
Picture Resized!
Level: 46


Posts: 123/467
EXP: 668524
For next: 43250

Since: 04-29-10

From: Austria Vöcklabruck

Since last post: 10.8 years
Last activity: 9.1 years

Posted on 12-11-10 11:05:01 AM Link | Quote
I need the suitable .ncl file for the A_block_ncg.bin
I want to edit the blocks^^

____________________
Bilder Upload
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 986/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.9 years
Last activity: 9.9 years

Posted on 12-11-10 12:45:24 PM Link | Quote
If I remember correctly, it was one of the jyotyu palettes.
BG_ncl/A_J_jyotyu_ncl.bin
luckwii
Member
Level: 24


Posts: 17/111
EXP: 75674
For next: 2451

Since: 11-16-10


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 12-11-10 05:48:40 PM Link | Quote
I got my tilesets working again. It seems that you only get one shot at editing in Photoshop.

Now I just need the question I asked before to release my beta version. When you change block 2 so the camera changes, do you need to change block 10 or 12? I still can't get my progress path to move. It just keeps blinking, and then the level doesn't end.

Can someone please answer this? I am working on this hack 4 hrs. a day on weekdays, and 8 hours+ on weekends. So it is not as though I am not trying or being lazy. Thanks.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 988/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.9 years
Last activity: 9.9 years

Posted on 12-11-10 06:01:37 PM Link | Quote
I don't know what's happening.
But Block 2 and block 10/12 are independant.

Check that you have the progress path ID properly set on the view options...
luckwii
Member
Level: 24


Posts: 18/111
EXP: 75674
For next: 2451

Since: 11-16-10


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 12-11-10 06:51:25 PM Link | Quote
Originally posted by dirbaio
I don't know what's happening.
But Block 2 and block 10/12 are independant.

Check that you have the progress path ID properly set on the view options...



Maybe I corrupted my block 10? If you edit it in the editor will it only effect the rom you are working on? Or is it possible that if I open a completely different rom the hex change will transfer to it. So if I changed block 10 on my hack rom and I close it, when I open a clean rom will I be able to double check what block 10 is supposed to be? I just want to be sure I didn't accidenty screw up block 10.

I know this isn't what you answered. I am going to check the paths more. I just want to make sure I didn't screw up block 10 when I was messing with it before your reply.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 990/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.9 years
Last activity: 9.9 years

Posted on 12-11-10 07:43:40 PM Link | Quote
I don't know...
You shouldn't hex edit the blocks unless you really know what you're doing. The progress paths are entirely editable using the editor, so there's no need to hex edit it.

To make sure it's not corrupted, I'd get an original ROM and copy-paste the original block 10 from the original level.
luckwii
Member
Level: 24


Posts: 19/111
EXP: 75674
For next: 2451

Since: 11-16-10


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 12-11-10 09:18:29 PM Link | Quote
I did use a clean rom and matched it in block 10. I just wanted to make sure there was no way that the editor would transfer the changes into the new rom when I opened it.
dirbaio
For future reference, "Responsible disclosure" isn't "acting like a douche about an exploit and demanding compensation".
Level: NaN


Posts: 992/-1288
EXP: NaN
For next: 0

Since: 07-28-09

From: Spain

Since last post: 10.9 years
Last activity: 9.9 years

Posted on 12-12-10 01:26:17 PM Link | Quote
Oh, no... As long as you don't save anything, the editor doesn't write any changes to the ROM.
luckwii
Member
Level: 24


Posts: 22/111
EXP: 75674
For next: 2451

Since: 11-16-10


Since last post: 10.9 years
Last activity: 10.9 years

Posted on 12-12-10 10:43:51 PM (last edited by luckwii at 12-12-10 07:45 PM) Link | Quote
Originally posted by dirbaio
Oh, no... As long as you don't save anything, the editor doesn't write any changes to the ROM.



Back on track the problem was the view had to have the progress path ID set up. Also when I built my castle at the end it was built with the pieces out of order. The main section had to go down first.

So, I have one more issue I can't figure out. I have a tall vertical level with a free camera scroll. The view ends on the right side of the level. So because of the view, the screen doesn't scroll outside the level. But on the left side of the level I can't figure out which scroll control to use to stop the camera. I have more of the level heading left about mid point up, but I can't figure out how to stop the camera. Which scroll stop is used?

All I could find were details about vertical scroll stops. I have those working fine.

Oh and I have use 276 to successfully limit right hand movement, but not left hand.

Pages: 1 2 3 4 5 6 7 8 9 10 ... 32 33 34 35 36 37 38 39 40 ... 56 57 58 59 60 61 62 63 64 65Next newer thread | Next older thread
Jul - NSMB Hacking (Archive) - Help/Questions thread. ASK QUESTIONS HERE! New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

31 database queries, 10 query cache hits.
Query execution time: 0.097571 seconds
Script execution time: 0.019525 seconds
Total render time: 0.117096 seconds